Talisman Upgrade

Talisman seems to be what started it all for Games Workshop, as it is the predecessor of several miniature-related games such as Warhammer, 40K, Bloodbowl, and so on. It could be argued that it is also the predecessor of the countless card games which have become so popular of late. Almost everyone who comes into contact with Talisman finds the game captivating and enjoyable. At least, that is, for the first couple of times they play. Being a boardgame, Talisman has a slight advantage over most fantasy RPG's, since it is easy to learn, provides instant visual gratification, and you don't have to memorize a lot of rules. As with any boardgame, however, players eventually learn all of the pieces and possibilities, and after the suspense of the final outcome wears off, the game grows less and less interesting. This upgrade is designed to reignite interest in the game, and to provide for more possibilities by turning Talisman into a mini-RPBG, or Role-Playing Board Game.

All references to Talisman and pieces used in the Upgrade reflect the original game, or namely the first & second editions, (being those which preceded the entire revamping of the game in the 3rd edition which required a completely new board). The new, revamped game was so unpopular by the way that I have not been able to acquire the main set, the City of Adventure, or the Dragon's Tower sets anywhere, so if anyone knows how a copy of these might be obtained, please let me know. The 3rd edition will most likely not be able to handle these new rules due to an expected lack of adventure cards. The upgrade is a challenge throughout.

Background and Basis for the Upgrade:

The fundamental Talisman game is very simplistic and limited. Interestingly enough, some of the most powerful characters (Wizard, Sorceress, etc.) are introduced in the main boxed set. A lot of rules issues went unanswered, however, and depending on how players read certain rules, the game could be very one-sided and disappointing, especially when someone obtained certain powerful items (such as the warhorse or magic wand.) Ultimately, the game turned out to be very exhaustive as it was simply a race to the finish modified by who could get the most strength (and occasionally craft) points in the process. Many times, the outcome of the game would be determined by whether you played it safe and struggled to build up strength and hoped there would be an easy, non-craft-related ending, or you really tried your luck and dashed down through the dungeon just to come out on the Crown of Command space. Still others would simply amuse themselves by attacking other players and seeing just how much trouble they could cause.

But for those of us who are still caught up in the romance of the game and seek something a little different and inviting, here is the Talisman Upgrade. It is merely a precursor, intended at some point to be expanded upon, but establishes a fundamentally different game, playable with the same board and pieces. It is Talisman the RPBG, where you play a character who has little ability to change himself or herself, but can, through the completion of quests, the obtaining of magic items, and through working with other players, face the mighty Dragon King that has enslaved the land and rules with the Crown of Command.

This game is playable with any number of players and with any sets of rules, cards, etc. that may be held or created. The Timescape and all Timescape characters have been abandoned primarily, as they seem to bring imbalance and destroy several fantasy elements of the game, however it can still be utilized by die-hard Timescape fans. On the other hand, the Dragons set adds a considerable amount of spice to the game, and is highly recommended for use with these rules. 3rd edition characters may be used, however rules for experience points & skill improvement must be abandoned. Also, 3rd edition characters are commonly weaker than their 1st & 2nd edition counterparts. Additionally to add intrigue to the game, first-time players should have only one person who knows all the rules, or reads them as the situations present themselves. All other players should read rules 1-16 and play without prior knowledge of the ending(s).

So now, without further adieu...

1. The objective is to send a party of worthy adventurers to recover the Crown of Command from the vile Dragon King.
2. Any number can play. Ideally, the more the better. Character starting points remain the same, however characters can "join" any character that lands in the same space. Players should remember role-playing when pairing characters of unlike alignments or professions.
3. Characters who "join" a group occupy the same space and move as one unit. One marker may be used to represent the whole group and only one die is rolled for movement. In order to use the extra movement advantages of the horse, horse & cart, etc., there must be as many such transports in the group as there are members of the party. (Note that while followers can be carried in a horse & cart, other characters cannot, and followers cannot be carried on a single horse.)
4. A four-sided die (1d4) or a die with numbers ranging between 1 and 4 is used for movement. Thus, the 6-sided die included with the 3rd edition Talisman game is usable since its numbers do not exceed 4. Any time a "6" is specified regarding movement, treat it as a "4".
5. A group can always move 1 space (unless movement is prohibited) if it chooses to without rolling the die, and otherwise can only move as fast (or as slow) as the slowest member. Thus, if a group consisted of a person with the poltergeist, all members of the group would be limited to a movement of one space per turn. If 2 people in a 4-person group had horses, the group could not take advantage of the horses' extra movement and remain a group. Groups can be formed or disbanded at will, however, so characters wishing to travel ahead of slower companions simply leave them behind. (This is a good way to keep your followers and extra items safe while going after cards that are too far away). If one person in a group is forced to miss a turn, the character must be left behind--the whole group cannot (and most likely will not) choose to miss a turn.
6. Drawing Adventure cards: when landing on a space requiring cards to be drawn, the quota for the space must be met, plus one card for each member beyond the first (Characters already in the space do not draw again, and so are not counted.). Any Enemy card drawn in the initial set requires one additional card to be drawn, regardless of the number of enemies. If the new card is also an enemy, another card is drawn until the card drawn is not an enemy. This simulates a den or entourage. (Optional) For the greatest difficulty, ignore event cards when drawing additional cards to stop the enemy chain. All cards drawn in this fashion are real. Thus, if 4 adventurers come to the hidden valley, they draw 6 cards total. If one or more of those cards is an enemy, the party continues to draw one card at a time. If a volcano erupts, keep drawing; if another enemy is drawn, keep drawing; and if the runesword is drawn, the drawing stops, however any of the creatures fighting gains the advantage of using the runesword (Unless all enemies are animals or dragons). This rule will hereafter be referred to as the "keep drawing cards" rule.
7. Encounters occur in normal sequence according to the card numbers, however character special abilities & spells precede all other actions. Enemy breath weapons also precede strength combats. Players wishing to use the battle board may do so in order to keep the card sequence clear. When landing on a space with several cards, place them on the battle board in the order they are to be dealt with. Of note, encounters occur in this order:

0

Spells*

0.5

Character Apecial Abilities*

1

Events

1.5

Breath Weapons

2

Strength combats

3

Craft & Psychic Combat

4

Strangers

5

Objects, Magic Objects, & Followers

6

Places

*Note that spells & character special abilities are used as specified on the card, so may occur anywhere in the round where necessary. For example, a Ninja using a Secret Strike would employ his/her special ability during the strength combat. Similarly, the Finger of Death can only be cast during a combat, and not during preceding events.

Even if in a group, characters must single-handedly face all opponents that are cooperating together unless participating in a "unified effort" (q.v.).

Thus, a group of 4 lands on an undefeated ogre in the ruins (quota of 2) and draws 4 more cards (1 extra card to meet the quota of 2, plus 3 more for the 3 characters beyond the first). They draw a bag of gold, a wraith, a cave, and a giant lizard. Because of the enemies, they draw one more card which is a magic wand. Since the ogre and giant lizard are both enemies (2), they are considered to be cooperating, as if the lizard was the ogre's pet or mount. Each member in the group then has to fight a separate fight against the enemies (str. 7 combined--Unless otherwise noted, enemy cards will always combine their strengths & crafts, simulating a unified effort (q.v.)). If the first player loses the fight, the second player must fight, and so on until everyone is defeated once or somebody wins. If at any point there is a tie, the strength combat ends and none of the other cards (which are considered being guarded by the ogre & lizard) can be taken. In that case, the players would then have to fight the wraith. In this situation, a weak enough party could suffer a loss of 2 life points for every member in the party. Note that just as you can only lose 1 life to strength or craft in a combat, you can only lose 1 life to dragon's or wyvern's breath, regardless of the number that attack you.

Players are able to choose the order in which they fight, and therefore the stronger and healthier characters would be able to defend the weaker ones. When not using a "unified effort," a party can make as many attacks as it has members, and can defend against any attack with any member (even if that member has already defended). Unless all attackers are tied or defeated, all opponents (enemies & characters included) will be subject to an attack. The only time a character is able to attack the same opponent more than once in a turn is when a special ability permits (e.g. the Barbarian) or when using an appropriate offensive spell. Any card that is tied to the board is drawn in the same fashion that adventure cards are (i.e. the "keep drawing cards" rule applies to Dungeon, City, and Timescape (if used) cards). Note that players can only interact with buildings, (such as the cave, crypt, tavern, enchantress, etc.) one at a time. Any fights or other results (teleporting, changing into toads, healing, alignment change, etc.) affect only the person entering and not the entire group. All characters must interact with spaces, strangers, events, etc., which indicate you must "do something" separately. Therefore everyone in a group would have to roll for the Leper, Chasm, Werewolf (Event), one at a time. The various inner region spaces, must be encountered separately unless a Unified Effort is being conducted.
8. Characters maintain their starting quota of strength and craft as their maximum throughout the game. They do not increase in strength or craft except in the following ways:

  1. Weapons (in combat) and combat aids, such as the magic belt, ring, followers, etc.
  2. Magic Stream/Pool of Wisdom
  3. Temporarily as a result of spells (psionic blast, craft, potion of strength, etc.)
  4. When a wish is granted (i.e. faerie, phantom, enchanter, Mephistopheles)
  5. When training or trading (i.e. instructor, magician)
  6. Becoming a Master-Level Character

It is very important to note that there is no other way to increase strength or craft. Praying at temples, visiting the enchantress, and casting Random will not increase strength or craft except to restore them, as described below. Defeated enemies can not be saved up and turned in for strength points, nor can characters such as the Knight, Witch Doctor, or Warrior of Chaos increase their craft above their starting quotas due to their natural abilities or gifts. They can, however, use these abilities to restore their craft and strength.
9. Characters CAN have their strength and craft reduced below their starting quotas, or as appropriate by spells, Rod of Ruin, etc. Abilities can be restored by any means which would have normally increased them. Thus while you could not go to the Mystic to increase your craft above your starting quota, you could use his services if you had been reduced below your starting quota.
10. Unified Effort: If 2 or more characters are on the same space, they can combine their ability scores to achieve a higher effect. One magic item of the characters' choice must be destroyed for each such attempt. It does not matter how many characters are involved--only one magic item is destoryed. Any points lost to such attempts (e.g. Portal of Power, Warp Demon, etc.) are multiplied by the number of participants and divided evenly among them. Unified efforts may be used in ordinary combat.
11. Unified Efforts & Spells: Spells used as attacks which are cast in the same round can have their effects combined through a Unified Effort. 2 or more characters must be within striking range in order to do this, but need not be in the same party. One magic item must still be destroyed. Therefore, if 2 separate characters cast fireballs at a character using such an effort, the character must fight the combined strengths of both fireballs. If one spellcaster is able to cast the 2 fireballs, he could also combine the spell strengths by destroying a magic object. However, it must be announced that they are being cast simultaneously. A successful combined spell attack using spells that normally take only one life each can only result in the combined loss of 1 life. However, note that other spells may be cast to take additional lives. A character may commence restorative actions at any time, including between spells. Therefore, if a character had 3 lives and was attacked by a Finger of Death and 2 fireballs, the character would lose 2 lives, but could then cast Healing on himself before dealing with the fireballs. However, if the character only had 2 lives and the finger of death spell was cast first, the character would be dead before he could cast healing.
12. Unified Efforts with shooting: Similar to spells, bowshots and gunshots that are fired in the same round can be treated as a combined attack. Unlike spellcasters, however, the bowmen/gunmen must be in the same party. They must still make a Unified Effort to make such a shot (i.e. destroy a magic object). Like fireballs, however, a loss to combined bowshots/gunshots can only result in the loss of 1 life.
13. Friendly non-combat spells and spell-like powers that would normally be cast on oneself may be applied to all in the character's party at the time. This namely applies to the following spells: Teleport, Magic Shell, Restoration, and Temporal Warp. Thus a wizard casting teleport may transport all members of his party to any space in the region. Combat spells and spell-like powers, whether friendly or not, apply to the individual specified only. Of note, spells that fall into this category are Healing and Invisibility. Thus a wizard casting invisibility would only enable one person in the group to evade the enemy. Spells that can be cast on "yourself or another player" only affect one character. Spells in this group are: Speed, Slow Motion, Brainwave, & Temporary Change.
14. Spells and Spellbooks: Only characters who begin the game with spells have spellbooks. A spellbook is a repertoire of spells that the character may keep throughout the entire game. It does not count as an object. When characters gain a spell, they may declare that they are adding it to their spellbook (if they have one). After that time, whenever that spell is cast, the card is retained by the character, but is marked in some way to indicate that the spell is no longer "ready". They cannot cast the spell again until they regain it. Spells may be regained by one of the following:

  1. Characters who "always have a spell" regain one un-ready spell every turn.
  2. Characters who "always have two spells" regain two un-ready spells every turn.
  3. Whenever a spell would normally be gained, (Mystic, Demigod, wish, etc.) an un-ready spell may be regained or a new spell may be taken from the deck.
  4. The wand allows you to regain one un-ready spell per turn if you have a spellbook. You may choose to make an old spell ready or take a new one from the deck. If you do not have a spellbook, you cannot retain the spells you get from the wand.

If a player has a spell but does not declare it as part of the spellbook, it is lost when cast. Characters may never have more spells in their spellbooks than their current spell quotas. Note that once a spell is added, it cannot be removed or replaced except as noted below.:

The Conjurer, Gypsy, or any character using Spell Call may replace a spell in their spellbook with a spell just cast as long as the spell is not one of the "prohibited spells for spellbooks." This ability is known as "re-writing", and the old spell must be discarded, regardless of whether it was ready or un-ready. The new spell will always be ready. The Conjurer, however, must actually hold & cast the spell in order to retain it, unlike the Gypsy or other player using Spell Call.

15. A character may have ready as many spells as are allowed by his or her craft. The same number of spells is allowed in a spellbook. A character with a craft of 10 or more may have 4 spells readied. Any spells gained beyond the max quota of readied spells are completely ignored. Thus, the Necromancer starts with a craft of 4, granting him 2 spells which he adds to his spellbook. Later, he gains 6 points of craft and another spell which he adds to his book. At this point, he is eligible to receive one more spell from any source. He then casts 2 spells, leaving one at the ready. If he should later come upon the sorcerer, he could buy as many as 3 spells, since he is entitled to have as many as 4 ready. However, since he already has 3 spells in his spellbook, he could only add one more spell to the book to keep permanently. The rest would be discarded once cast. If the Necromancer should later lose a point of craft (dropping to 9) he would lose the 4th spell in his spellbook as well as his 4th readied spell. He must discard the spells in the reverse of the order gained (thus he would lose the 4th spell 1st and the 1st spell last.)

- No two characters will have the same spells in their spellbooks, unless there are duplicates in the deck. The following spells will always be in the random deck (i.e. never in a spellbook): Acquisition, Craft, Feeblemind, Finger of Death, Mesmerism, Spell Call, Syphon, Warp Gate, Weakness.
- The maximum number of spell cards a character may hold at one time is 8 (4 un-ready in the spellbook, & 4 ready not in a spellbook). This does not include spells held by single-use followers (Genie) and objects (Dragonskull Wand).
- Also note that a Magical Vortex does not cause spells in spellbooks to be discarded. They are merely made un-ready.

16. In one turn (which includes all combats in that turn) a character may only cast as many spells as his or her full complement allows. So, up to 4 spells can be cast by any character in a given round. Any spells that are gained or re-learned after the full complement has been cast cannot be used until the following turn. This does not apply to spells gained from single-use followers (Genie) and objects (Dragonskull Wand).

Therefore, unless you are the Conjurer, or coincidentally have 2 of the same spell, one character will never cast the same spell twice in a given round. Note that the Conjurer, while capable of casting the same spell repeatedly, cannot cast more than his complement of spells (2 , 3, or 4) either. Spells that are taken off the discard pile cannot be cast in the same round they are acquired (Gypsy, Spell Call).

17. All talismans are in the deck. Wherever a talisman can be gained on the board, instead a spell is gained. Completing a quest for the Warlock results in a spell. He will give you a talisman, however, if you deliver the Dragon Skull. Other methods of gaining a talisman from the deck include finding the Eagle's Nest, the Hermit, and the Casket. The only other way to obtain a talisman is to become a hero (see 20) or to successfully navigate the dungeon. The dungeon has 1 talisman for each party entering. Thus if a party of 4 enters the dungeon, there will only be one talisman in the treasure chamber. If 4 characters enter separately (i.e. 4 parties) there will be 4 talismans in the treasure chamber. The talismans do not appear until the exit is determined, so no single character can get more than one talisman for any trip into the dungeon.
18. Anyone who enters the Valley of Fire without a Talisman loses 1 strength, 1 craft, and falls into the chasm.
19. Any useful weapons in an enemy's treasure are used in combat against the characters, unless the enemy is a dragon or animal. Thus a goblin with a sword will fight as a strength 3 instead of strength 2. A demon, a Chinese Dragon, and the ancient artifact would roll for the artifact and use its bonus on top of the 16 craft the characters would have to face. Note also that if the artifact exploded, the demon and dragon would lose a life, and thus would be defeated. (The artifact can be used because of the demon, even though the dragon would not have used it.)
20. Undead that gain a life also gain a point of craft for winning a battle. Thus if a vampire (craft 6) defeats a player, it will later have to be beaten twice at craft. 7.
21. Only spellcasters who "always have a spell" can become the High Mage. The price to become high mage is 4 magic items. Any character who becomes High Mage can trade in his old spellbook for a new one. If this is done, the book will contain two spells, chosen at random, and both will be ready.
22. Heroic Deeds: Events that might be the cause of something unfortunate can be prevented by these deeds. Place the event card over each space the characters are trying to "save." When the characters arrive at their normal movement, subtract one point for each round since the event card was drawn. Add one point for each character in the space acting to prevent the event. Subtract one for each character trying to promote the event being carried out as stated on the card. Roll 1d6 and add one for each intervening (heroic) character and determine success or failure. (1-3 or below = failure--space not saved; 4 and above = success--space saved) N/A for events affecting characters, such as Surprise Attack, Pestilence, etc. The first character completing 4 heroic deeds is considered a "hero" and will be granted the title of King's Champion upon depositing a magic item at the Royal Castle in the City, if the post is not already taken. Any character completing 4 heroic deeds and visiting the Castle in the Middle Region will be granted a Talisman. Non-adverse events, such as Market Day cannot be prevented.
23. Events that are alignment-oriented can be resisted as well. Add one to the roll for all of the affected alignment in the party trying to resist the event. Add 0 for neutral characters. Subtract one for all of alignment coincidental to the event in the party. All who are of coincidental alignment receive bonuses of the event regardless (e.g. Angel, Devil, Evil Darkness, Mephistopheles.)
24. Stowaways on the river barge end up 4d6 squares around the outer region, counterclockwise.
25. Dungeons can be entered the round after they are landed on. Thus, you do not lose a turn moving to the "Entrance" square. Any enemies on the same square as a dungeon doorway are considered to be guarding the dungeon, and must be encountered by anyone entering or exiting the dungeon, as well as anyone landing on the space. Characters who are "retreating" out of the dungeon may exit from any dungeon doorway on the board.
26. When landing on a space where there is another character, both the space and the character must be encountered. The character(s) moving to the space may choose to 1) Attack 2) Use a special ability 3) Ignore 4) Join. The character(s) being landed on may choose to 1) Defend 2) Ignore 3) Join. Note that both parties have the option to initiate combat. If the party moving to the space chooses to ignore, the party being landed on may still retaliate. Only the attacking party, however, may use abilities that can be done "instead of attacking" or "when landing on another character" (Stealing, Beguiling, Corrupting, Making Psychic Combat, etc.) Any character using such a special ability may only apply the ability to one other character, (unless otherwise noted), and is excused from any further portion of combat as long as all opponents have been "attacked" or another party member is capable of initiating ordinary combat. Use of a special ability is considered an "attack" for these purposes. If the party moving to the space chooses to attack, all members of the party need not participate in combat, however all defenders must be subjected to some form of "attack."

For example, a lone thief lands on a band of 3 characters. The thief could choose to steal one object or bag of gold from one character in the party he has landed on. Since he is travelling alone, however, he does not have anyone to initiate ordinary combat in his place. When the other 2 in the group decide to retaliate, he will have to fight each of them in a separate strength combat. The character he stole from has already been "attacked" and cannot participate in the fight. If the same thief were travelling with the Rogue & Warrior of Chaos, they could steal an object, steal a spell, and corrupt respectively. All defenders would have been "attacked" and none could retaliate.

In another example, a group of 3 consisting of the Wizard, Rogue, & Sorceress land on a group of 3 consisting of the Knight, Priest, & Dwarf. The Sorceress could attempt to beguile the Knight & the Rogue could steal a spell from the Priest, if he had one. After this, the Wizard could initiate normal combat (strength) or Make Psychic Combat against any or all of the characters in the party one at a time. If the defending party held a magic item, they could also destroy it to make a unified effort & combine their abilities against the Wizard. The Sorceress & Rogue could still participate in the following combat actions if they wanted, but are not required to since they used abilities "instead of attacking."

The attackers, (or party landing on the space) always decides how the combat will take place. Namely, an attacking party can have one party member conduct a strength fight against all opponents, can conduct a "face-off" (q.v.) or can have up to all party members conduct an individual combat action against any or all of the defenders. The only time the attacker does not have a choice is in the employment of a Unified Effort, or an "ambush" (q.v.)

27. Characters who have been routed, cursed, panicked, shooting bows/guns, or are otherwise taking extra moves may not ignor the space. They must encounter any characters and/or monsters they land & must still draw cards as in normal movement. If they are not allowed to move (samurai, archer, etc.) they may not draw any new cards, but must re-encounter any cards that are already in the space.

28. An Ambush occurs when a character is landed on & additonal enemy cards are either in the space, or are drawn to fill the space quota. The existence of other enemy cards immediately cancels the opportunity for attackers to use their special abilities instead of attacking. All members of the group landing on the space must encounter the enemies in some way. Characters already in the space are not attacked by newly drawn enemies or enemies that they have already faced. In fact, they may coordinate an attack with the enemies in an "ambush." When an ambush is conducted, the defender's strength or craft is added to that of the enemies in all combats that the enemy would normally fight. Since an enemy would normally encounter every character in the attacking party until defeated or tied, the ambushing characters do also. Ambushes can make would-be attackers think twice before preying on seemingly helpless characters who might gain the advantage of a dragon or spirit on their side all of a sudden. There are three conditions that make an ambush less desirable for the defender, however:

- Characters who cannot Make Psychic Combat cannot add their craft to a spirit's craft in an ambush.
- The attacking party may decide how to place all opponents during a "face-off" (q.v.)
- Only one defender's abilities may be added to the enemy combat score unless a Unified effort is made.

As the last statement indicates, an ambush is not carte-blanche to conduct a massive unified effort against the attackers. Only one character's strength and one character's craft (if able to make psychic combat) may be added to the enemy combat scores. If there is only one defending character, then only strength or craft, (but not both), may be added to the enemy total. Likewise, a character who participates in a Unified Effort to increase the enemy strength cannot also contribute to their craft in the same combat. Nevertheless, an ambush always increases a defender's combat score against attackers, and under normal circumstances the simple threat of one can be a great deterrent to random & continuous attacks.
29. Face-offs: A face-off is essentially the opposite of a unified effort. Each attacking character gets a separate share of the opponents. A normal face-off occurs when one character in a party handles the strength battle of the encounter and another character handles the craft battle. A special face-off can be declared whenever a party lands on a group of enemies, another party, or an ambush consisting of both. In this way, one attacker takes on one or more defenders in a single combat (normal or psychic as appropriate). Although the attacking group must attack all opponents, the defender makes the decision as to who is attacked first.

Therefore, a defending troll with 4 lives could try to protect a Wizard with 1 strength and 1 life remaining from an attacking Minotaur. If all other defenders are beaten in strength, the Wizard will eventually have to fight, though.

Note that only the "attackers" (the group landing on the square) can declare the face-off. Unified Efforts can be combined with face-offs in a certain manner. By doing this, one segment of the party could combine their abilities to handle a chosen group of foes, while another segment of the party could handle the rest. Face-offs are only limited by the number of attackers. If there are 2 attackers facing a group of 6 opponents (4 enemies & 2 characters), the attackers will have to divide up their opponents carefully in order to win. In order to conduct a special face-off with a set of enemy cards on the board, the party must land on the face-up cards and declare the face-off. Note that if any cards are remaining to be drawn in that space, and an enemy is drawn, the face-off is cancelled. A party cannot choose to have a special face-off in any space where it has to draw cards and draws an enemy. The enemies will always attack in force.

For example, a party of 2 comes to the hidden valley where there are an orc and a wolf. One party member decides to face-off against the orc, while another takes the wolf. However, since the hidden valley requires two more cards to be drawn, this must be done first. If the cards drawn are bags of gold, the face-off continues as planned. However, if three dragons come in succession, (followed by a stranger), the face-off is cancelled and the dragons join their strengths to the orc and wolf.

- Although the characters do not know what the final fight will be until they get there, the party may choose to do a face-off on the Crown of Command. If the party faces off against the vampire, the vampire retains a craft of 18 (or 20 if it gains the familiar). In the Dragon Cult Ensemble, the initial attack of the Dragon Cultists is done in force. Their combined strength is used against every player in an attempt to take them to the sacrificial stone. Winning this fight does not defeat the Dragon Cultists, but prevents any further characters from being taken to the stone. In the ensuing battle with the Dragon King and Princes, the Cultists can be faced-off -against.
30. Any event or occurrence that causes a turn to be lost causes a craft to be lost as well. Any occurrence that would normally result in a loss of craft or life still applies in addition. If the situation reads: Lose all strength or Lose all Craft, then the character will have a score of Zero in that ability.
31. There are no limits to the number of dungeon doorways on the board.
32. Only Timescape characters (if used) have the ability to use items from the timescape. To all other characters, they are useless objects. A timescape character is considered to be anyone starting within the Timescape or the Vortex.
33. The Secret Power of Talismans: Talismans have a significant link to the Crown of Command, and no one may wear or use the Crown who does not have a Talisman. Due to their link to the crown, a Talisman enables its wearer to cast a Mini-Command spell. Whenever a person wearing a Talisman lands on another character, instead of attacking or using any other power, he may choose to command that character's next move. The character commanded must roll 1d6. 1-3 = no effect. 4-6 = spell is successful. If the spell is successful, the casting character makes the Commanded character's next move for him or her. This includes rolling the die (or deciding to move one space instead) and which direction. It can also include entering buildings (enchantress, cave, etc.) The Mini-Command spell can only be used on one character, not a whole party, and can be countered in the same ways the Command spell can. Additionally, 3 talismans can be used to counter the effects of one. Therefore, a group of 3 people who have talismans can negate the Mini-Command spell. Note that any character who casts a Mini-Command spell that results in a character losing a life, strength, or craft immediately becomes evil (regardless of either character's original alignment.) Talismans can never be turned into gold.
34. The Zulu's special ability to "route" a character is now the equivalent of a Mini-Command spell. As previously stated, the character must encounter the space, even if it is the Enchantress, Witch, Cave, etc. The Zulu's power cannot be countered by a spell or a talisman, and his alignment will not change if a character loses an ability or life, however.
35. Trading is allowed only on market day and similar events which permit trades. In the spirit of roleplaying, any character who acquires a specific item considers it his or her own. Most evil characters would not give up the runesword to another character to serve the "common good." The only way to take an item from another character is to steal it, "acquire" it, or take it by force. If a psychic combat is conducted and the loser yields, an object or gold may be given up instead of a life. [The loser must offer and the winner must accept. Otherwise, a life is lost as normal.] If a character drops an item on the board, it is lost to the discard pile (it does not remain on the board). There are 2 exceptions:

a) If the Raiders steal your goods, they remain unguarded at the oasis.
b) If there is an enemy in that square, the enemy then becomes the guardian or wielder of the item(s).

This is important to note for events such as the Gust of Wind and the Harpy. If as a result of either, your belongings (and followers) end up on a space that is not occupied by an enemy or another character, they are lost to the discard pile. Items and followers do not fall into the possession of characters already on the space. If there is a character in the space, they fall on the board and must be landed on the next turn. Note that a character like the Samurai could shoot his bow instead of moving & re-encounter the space in order to get the object. Note also that the Gust of Wind spell can be cast on enemies as well as characters.
36. Any weapon, spell, object, or power that is not effective against the Dragon King will not be effective against the Dragon Princes either.
37. DRAGON RAID (Adventure Card modification): When this card is drawn, aside from destroying the castle in the middle region, the following occurs:

"A flight of dragons sweeps down on the city! These terrible creatures fly clockwise through the city destroying everything in their path. Any upturned Event, Stranger, Object, or Place (including War) is sent to the discard pile. Any Enemies and Characters in the city may try to defend against this frightful attack (Str. 21), however any dragon that is enslaved, tamed, or otherwise held by characters throughout the land fly off to add their strength to the dragon raid. The strength of the raid will be increased accordingly. (Dragons in the Dungeon & Timescape are not affected by this.) Following the raid, the city is inaccessible and cannot be entered or exited (by any means) until someone spends 3 turns digging out the rubble. The dragon raid can only be prevented if someone inside the city defeats the dragons, or if someone outside the city completes a heroic deed at the City Gate and also defeats the dragons. This is a single combat, and there can be no face-off. The Dragonslayer must attempt to prevent the raid (even if a heroic deed is impossible) or lose 2 lives. If the dragon raid is prevented, remove the card from the board. All liberated dragon companions fly off to the discard pile.

38. DRAGON RAGE (Adventure Card clarification): This event occurs as normal, i.e. EACH character is attacked by a Dragon (Str. 7). You cannot use a Unified Effort against the Dragon Rage.
49. SACRIFICIAL STONE: (Adventure Card modification): This dreadful occurrence is not instantaneous. A character who is placed on the sacrificial stone is eaten away 1 life per turn. If another character or party arrives at the stone before the sacrificed individual is dead, they can save the individual by fighting off 1d6 dragons, all strength 7, simultaneously. The Sacrificial Stone cannot be "destroyed," however the Earthquake will take it out of play temprorarily.
40. Broken Armour/Sword/Shield: (Adventure Card modification): Your last foe was a mighty opponent and damaged your equipment beyond use. If any of these cards are drawn, you must turn over the corresponding operational equipment you have of the same name and keep this in its place. (Count both cards as one object.) You must turn over the equipment you used in your last strength combat, not an extra piece you have in your pack. Once repaired, your equipment returns to its normal state. 2 gold are required to repair any magic object, 2-handed weapon, or plate mail. If a broken object is turned into gold, the original equipment is lost to the discard pile. (Read "broken sword" as "broken weapon," thus it also applies to axes, lances, 2-handed, and magical weapons.) If the last weapon used prior to obtaining this card was a single-use item (dragon bane, magic arrow, etc.), you regain this item from the discard pile once repaired.
41. Armour (Adventure Card modification): Characters who have more than one type of armour can now use them if they would have lost more than one life in combat. You may only use this ability if you do not have a spell or spellbook.

Thus, if you have the armour, shield, and helmet and would have lost 3 lives, you can roll once for each item. If one fails, you lose one life as normal. If 2 fail, you lose 2 lives, and if all 3 fail, you lose all 3 lives. This applies to any combat action that would take a life including dragon's breath, spells, and psychic combat as long as one of the combat actions was a strength fight.

If the only actions were psychic combats and spells, you could not use any armour. You may only benefit from one of the three given types of protection (one armour (including plate mail & dragonscale shirt), one shield (including kite shield & magic shield), or one helmet (including magic helmet and dragon helm)). Any item that simulates armour is considered "armour" for this rule.
42. Firebreathing Dragons & Wyverns: (Adventure Card clarification): When a dragon breathes fire, it is considered an additional craft combat for all opponents in the space. Multiple dragons breathe fire simultaneously. Normally, a character is required to roll below his or her craft on one die. If any creatures are acting as followers (mastered, tamed, or otherwise) they will also have to roll below their craft on one die or lose a life to the dragon's breath. For characters who have a firebreathing dragon or wyvern as a pet or follower, the pet will also use its breath weapon against any characters or enemies it is caused to fight. Dragon followers fight both spirits and strength enemies in the same round. On the Crown of Command, characters and spirit followers must roll below their craft on 2 dice instead of 1 to avoid the dragons' breath. The Dragon Princes do not breathe fire anywhere but on the Crown of Command space.
43. The Crown of Command / Dragon King: If you have the Dragons gameset, place the Dragon King card on a stand in the center of the board. Otherwise, mark the Crown of Command space as appropriate. The first character(s) to enter the Crown of Command space must roll one d6.

  1. Dragon King alone. Note that the Dragon King breathes fire.
  2. Dragon King & 3 Dragon Princes (Str 9, Craft 9, Lives 5 each, firebreathing)
  3. Dragon King & Alternate Ending (from Talisman Expansion Set) note the following:
      - The void will only affect one character in a party.
      - The Belt of Hurcules may be worn by any character, but only one.
      - Pandora's Box will aid the Dragon King, and be used against the characters. Any "cursed" items or adverse events/followers/strangers are thrown at the characters & they must take the card(s). Any enemies drawn aid the Dragon King. Any healing spells, counterspells, etc. will be used to his advantage Anything that cannot be used or is not defeated goes to the discard pile a the end of the turn.
      - Th Demon Lord still erects his shell (see below). The combat will be a craft 24 unless the characters do a
      "special face-off" to separate the Dragon King from the Demon Lord.
      - The Dragon King card should be ignored. Draw again.
      - The Crown of Command, if Drawn, is worn by the Dragon King. Every round, he casts the Command Spell at one Character in addition to combat.
  4. Dragon King & Demon Lord & Alternate Ending
      - The Demon Lord is the only ending that causes a barrier to be erected around the Crown of Command space. No other characters may gain access via the Valley of fire until the Demon Lord has been defeated or all characters on the Crown of Command space have been defeated or removed. (Note that there are other ways to get to the Crown of Command space aside from the Valley of Fire.)
  5. Dragon King & Vampire w/ Runesword
    - The Vampire attacks in conjunction w/dragon king (Str 12, Craft 18); Every Strength win draws a life to the Dragon King and every Craft win draws a life and a craft to the vampire. If any character brings the familiar to the Crown of Command space, it immediately flies over to join the Vampire, taking its 2 craft (for a craft 20) and a life. If the vampire is enslaved or the runesword is held by a member of the party, they are immediately released to the side of the dragon king. If a character not on the Crown of Command space has either the runesword or the vampire enslaved, they will not be released until they are discarded or brought to the Crown of Command. If the vampire is otherwise in play and has gained additional life or craft, this is added to his score as well. Additionally, any lives or followers forfeited at the vampire's tower increase the Vampire's life by 1 each. The vampire is now craft 18 and retains all of these abilities wherever he is encountered, and is considered to be "roaming" if his card is drawn after the combat has begun. If faced-off against, the Vampire is still craft 18 (20), however since the additional craft comes from the Dragon King, their combined craft is also 18 (20).
  6. Dragon Cult Ensemble
    - Roll 1d6 Dragon Cultists (Str 5 each). Immediately combat while they try to take you to the sacrificial stone. Any character that loses a combat must cut the deck. Survivors fight the remaining cultists plus 3 dragon princes (Str. 9, Craft 9, lives 5). Any dragon princes or cultists that are enslaved are immediately freed and join the Dragon King, wherever they are on the board. Every round, the Dragon King casts the command spell at 1 character. Every time a life is lost (regardless of how), that character is dragged to the altar of dread (lose random follower) then to the sacrificial stone. If not in play, these places will be set up on the Crown of Command. Any character removed from the Crown of Command space loses his or her talisman to the discard pile. The Dragon King will fight if he sees a need (Str. 12, Craft 12, plus firebreathing), but otherwise casts the Command Spell in amusement. He can cast the Command Spell while fighting.

- Of note, the final battle does not take place instantaneously. Each battle is a combined craft/strength fight that can result in the loss of 0, 1, 2, or 3 lives for any and all party members. Unless the Demon Lord's shell is erected or some other barrier which prevents entry into the Crown of Command, other adventurers may enter the space and join the fight (on either side!!) The Dragon Priest must possess either the Dragon Amulet, the Crown of Domination, or the Book of Dragon Lore in order to resist being drawn to the side of the Dragon King. The Dragon King and his brothers are additionally unaffected by the Dragon Amulet, Enslavement, Charming, etc. The Destruction Spell does not affect them or any other card in the space. The Vampire and the Demon Lord cannot be destroyed by the Cross or the Priest. The Dragon King no longer casts characters into the Plain of Peril. He fights to the death. If a player or party assists the Dragon King in defeating all the other players, they will become a Lieutenant in the Dragon King's dark army. They will be drained of all lives, made into an undead tyrant, and hope will be lost from the land.

 

IN CASE THERE WAS ANY DOUBT…

The following notes have been made to clarify issues that seem to have been overlooked in the original game design. Most of these are no-brainers, but are here in writing to make them semi-official

  1. The Chinese Dragon is in fact a Dragon, not a Monster. (detailed in Q&A from Talisman Expansion)
  2. The snake is in fact an Animal, not a Monster.
  3. The Doppleganger is always the same strength as whatever it fights. The victor of the fight will always be the one that rolls higher on the die. If a doppleganger encounters a party using a United Effort, the Doppleganger will match the strength of the United Effort. If a doppleganger is part of an enemy entourage, the doppleganger's strength is figured first, and the other enemies are added afterwards. The Knight's strength is figured similarly.
  4. The Zombies now attack in unison, and so are a strength 8 foe.
  5. In reference to the Valkyrie, "Humans" refers to anyone who looks human, including the Bravo, Press Gang, the Bandit, etc. "Killed Followers" refers to any follower that has been discarded for any reason (sold into slavery, cursed by Hag etc.) Since the Valkyrie does not have the ability to take animals, dragons, or monsters as followers, she cannot raise them from the dead.
  6. The King's Champion can also take Bandits or the Master Thief (Event, not the Character) prisoner by defeating them. He will also take the Cutpurse prisoner (after suffering the effects) if he encounters that card.
  7. Any character who receives bonuses for using a weapon (e.g. an axe) receives the same bonus when using a similar weapon (e.g. a 2-handed axe or Grimner's axe.)
  8. If a character obtains a follower from another player that was an Enemy (by Mesmerism or special ability), it will attack the character as if it had just been drawn, unless the character has a similar ability to take it as a follower. (Note that the Staff of Mastery does not apply in this case since the creature isn't being landed on.)
  9. The Gladiator's ability to improve the effectiveness of armour applies only to the helmet, shield and armour. (It does not apply to Plate Mail, Dragonscale Shirt, Kite shield, Magic Shield, or any other form of protection).
  10. If the Ninja makes a secret strike against a party, the Ninja can decide exactly how many players are attacked. Only his first combat can be a secret strike. The Ninja cannot make a secret strike if he is in a party. He must travel alone in order to use this ability. If the ninja makes a secret strike against an Enemy, all enemies in the space are eligible to defend. The Ninja's first attack against the Dragon King can be a secret strike if he is attacking alone.
  11. The Assassin works similarly to the Ninja when Assassinating. The Assassin's first strike against the Dragon King may be an Assassination.
  12. The Martial Artist can make a killer blow at any time (whether attacking or defending). If he is attacking, he may specify which opponents will be affected by the killer blow. All selected opponents will suffer the same result if the killer blow is attempted, and they may not conduct any further combat actions aside from defending against an attack or casting spells.
  13. The Swordsman may disarm ANY weapon his opponent is carrying/using (character or enemy). Weapons that are not tangible (bows, guns, wands, etc. do not apply.)
  14. Note that since imprisonment causes you to lose a turn, you lose a craft (for every round you are imprisoned). The Inquisitor's imprisonment applies to this. Any voluntary turn loss (e.g. the Highlander's charge, Training, Employment, etc. does not cause you to lose a craft. Conscription is not voluntary if you do not send a follower.)
  15. If the Spy shadows a character to a space and an Enemy is encountered, the spy is attacked by the Enemy as well.
  16. The Warrior (& Chainsaw Warrior) can use any 2 weapons that are not 2-handed at the same time. Therefore, he could use the Magic Mace and a sword [If you allow standard characters to use Timescape Items, the Warrior could use both the Magic Mace and Power Axe or Chainsword interchangeably.] The warrior can only use one weapon while using a shield (kite shield, magic shield, etc.) The following weapons cannot be used in conjunction with any other weapons or shields: 2-handed sword, 2-handed axe, Grimner's Axe, Dragon Bane. As stated, the Warrior may not use the Runesword or Holy Lance with any other weapons. He may, however, use either of these two, or the ordinary Lance in conjunction with a shield. The following items are not weapons and can be used in combat with other weapons as well as in non-combat situations: Magic Belt, Ring, Gauntlet of Might, Golden Gauntlet.
  17. A character may only wear 2 gloves/gauntlets.
  18. The Dragon Priest is not Affected by the Black Temple or the Altar of Dread, vice the "Altar" and the "Temple."
  19. The Dragon Slayer is a Dwarf.
  20. The Dragonrider is a High Elf and is unaffected by the Siren.
  21. The Dark Elf can now reduce character Strength and Craft points below their starting quotas. He can not reduce points given by followers.
    - Strength and Craft will never go below 0. All follower bonuses are maintained, and cannot be removed unless the follower is removed. Life, like strength and craft, can be increased above your starting quota. Note that "healing" a life can only bring you up to 4, however "gaining" a life can take you above 4.
  22. If the Rogue steals a spell, all spells hed by a character are shuffled, and one is given to the Rogue at random. He CAN steal spells from spellbooks, and newly acquired spells are always ready.
  23. Friendly followers (those that are not enslaved or held by an object) will follow a toad.
  24. If an Enemy is guarding the golden statue and is defeated by a character, the character must take the golden statue and leave the enemy on the space.
  25. Anything that requires you to leave a horse behind (entering the dungeon, entering the timescape, using a dragonwing cape) requires you to leave all mounts behind, including dragons, wolves, and the warhorse. Note that if the dragon or wolf is not being used as a mount, it will remain with you as a follower.
  26. The Bracelet of Might (Str 7) and Belt of Hercules (Str 12) are cursed objects. The character drawing either of these cards must don the item and receive the resulting strength. No objects, spells, or followers may be used to increase (or reduce) the character's strength to any amount other than that associated with the object. The character may not remove, drop, or otherwise discard the object. The only way to defeat the curse is to
    1. Destroy the object while it is in the possession of an upturned enemy.
    2. Have the object removed from the character's possesson (Gust of Wind) Characters may not take either item as a result of winning a combat against the wearer.
    3. Become a toad (thereby dropping the item on the space.)

    - Any Monster that holds the Bracelet of Might may gain its strength. Only one monster will benefit from the "curse" and it will always be the weakest monster. Note that Dragons and Animals cannot use the Bracelet or the Belt.

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